Salesforce.com: The Development Dilemma
Raymond E. Levitt Chris Fry Steve Greene Colleen Kaftan
: The Development Dilemma
Steve Greene and Chris Fry left their August, 2006 meeting with Parker Harris carrying a far bigger mandate than they had hoped for. As program and development managers, respectively, they had proposed a pilot project to test a radically different approach to software development at . Founded in 1999 to build a new market in subscription enterprise software services, the company had experienced annual growth rates of 30 to 40 percent, both in customer usage and in head count. Revenues had been growing at more than 80 percent per year, and net income faster than that. But the critical software development function was faltering, even as revenues seemed poised to reach nearly half a billion dollars for 2006.
The existing development processes had been slipping for some time. The pace of releases of new software features--a key measure of value for customers--had slowed from four times per year to once per year, and the latest release was taking even longer than that. Morale was suffering across the organization, and a highly respected senior developer had recently quit after delivering a scathing offsite presentation that criticized nearly everything about the current situation. Furthermore, an infrastructure failure had caused service outages that prevented customers from accessing their customer information during the critical pre-holiday period in 2005. Another outage in early 2006 further eroded users' trust in the reliability of 's software service capabilities.
Harris, one of four founders and currently EVP-Technology & Products, agreed with Fry and Greene that something had to change. But whereas Fry and Greene wanted to start small and pilot the new method before rolling it out on a larger scale, Harris was thinking big. He'd listened to their description of "agile" or "scrum" development processes compared to the traditional "waterfall" approach, asked a lot of questions, and then instructed them to implement the new method throughout the R&D organization. "We need real change," he said. "Let's skip the pilot and go for the big bang. Our system is broken, and we don't have time to wait--so let's go ahead and fix it all at once."
Professor Raymond E. Levitt, Chris Fry and Steve Greene of , and Colleen Kaftan prepared this case under the auspices of the Stanford Collaboratory for Research on Global Projects. CRGP cases are developed solely as the basis for classroom discussion, and are not intended to serve as endorsements, primary data sources, or illustrations of either effective or ineffective management practices.
Copyright ? 2009 Stanford Collaboratory for Research on Global Projects, Stanford, California.
Company Background: The End of Software Revolution
Harris and his co-founders, led by CEO Marc Benioff, proclaimed the 1999 advent of as the "End of Software Revolution."1 After a 13-year career at Oracle, the giant enterprise software vendor, Benioff wanted to turn the prevailing enterprise software deployment model on its head. Instead of designing and installing complex, customized software systems and applications to help companies manage various aspects of their activities, introduced "software as a service" in which customers used web browsers to access centrally managed software applications designed to help run their businesses over the Internet.
Later shortened to SaaS (pronounced "sass"), this new model offered significant upfront cost savings for customers who no longer had to purchase, install, and maintain their own customized enterprise software. Instead, they could pay a monthly fee for hosted services, beginning with 's standard customer relationship management (CRM) programs, which users could shape to fit each company's needs. The new paradigm also came to be called "software on demand" and "software as a utility" for its subscriberbased, externally maintained and broadly distributed availability. The logo featured the word "Software" with a slash through it, in the fashion of a "No Entry" sign.
The model proved immediately attractive to customers. By January 2001, counted 1,500 customers, 30,000 subscribers, and 10 internal R&D staff. In 2005, with total revenues above $175 million and net income of nearly $7.5 million, there were some 29,000 customers, 650,000 subscribers, and 200 R&D staff --and the numbers continued to grow. Its IPO in the summer of 2004 set the company's market value at more than a billion dollars. (Exhibit 1 diagrams the organization in 2006.)
Analysts and other observers cited as a classic example of disruptive innovation--a new concept, technology, value proposition, or approach to a market that profoundly alters the competitive landscape.2 Disruptive technologies were typically cheaper, simpler, and less fully developed than existing mainstream offerings. Their initial customers were those who preferred low cost and ease of use over complex, overperforming products and systems. The challenge for disruptive innovators was to maintain their ability to innovate as they grew larger and more successful.
's 2005 launch of , a hosted platform for developing applications on the Internet, opened the gate for customers and third-party developers to create new applications using the platform. In short order, hundreds of new applications became available for integrating other management tools with existing Salesforce software. And until recently, had been releasing new user functionality on a regular basis.
1 , accessed October, 2008. 2 Clayton M. Christensen articulated the concept of disruptive innovation in The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail (HPSP, 1997), and elaborated it along with his colleagues in many subsequent publications, courses, and analytical tools.
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By 2006, several other nascent applications service providers had followed into the market for hosted CRM software, but their combined operations were estimated to reach only about five percent of the traditional CRM market. So there was plenty of room for continuing growth--but would be capable of prospering as a much larger company? Fry and Greene--and many of their colleagues-- thought the answer might depend on finding a way to fix the software development process.
The Evolution of Project Management Methodology
's development process was an offshoot of traditional project management methodology, which had evolved from the tools and processes used for getting work done in the construction, aerospace, and pharmaceuticals industries beginning in the 1950s.3 In these industries, project management developed largely as a discipline for planning and executing lengthy, complex one-off initiatives such as dams, highways, new aircraft or nuclear submarines, or new drug therapies. In relatively stable market and technological contexts, such projects and programs could be meticulously laid out in advance, and implemented by strict adherence to plan. Detecting, documenting, and correcting any deviations from the plan were critical management functions.4
The 1990s movement toward reengineering the corporation used project management practices to standardize and simplify smaller, repetitive tasks throughout an organization.5 Reengineering suggested that each task should have an identified customer, suppliers, and an owner responsible for managing it to achieve a set of schedule and quality metrics. It created accountability and focus for cross-functional tasks, such as processing insurance claims or bank loan applications, that needed to flow through multiple departments in large bureaucratic organizations. This approach proved valuable in standardizing and simplifying workflows, developing a customer focus, and creating a single point of accountability for critical tasks that could otherwise get logjammed amidst the parochial priorities of individual departments.
At the dawn of the twenty-first century, global competition and the speedy spread of knowledge brought a new type of project management challenge, as firms from rich, high-wage countries scrambled to develop differentiated offerings in rapidly commoditizing industries. Many traditional high-tech manufacturers and service providers responded by shifting from making and selling standard sets of products to delivering more sophisticated custom solutions, uniquely crafted and integrated to meet
3 This section draws on Raymond Levitt, Lecture Notes from Converting Strategy Into Action, Stanford Advanced Project Management executive program. See .
4 The tools and processes for doing so were encoded in the Project Management Body of Knowledge (PMBOK), an internationally recognized standard for professional certification maintained by the Project Management Institute.
5 See, for example, Michael Hammer and James Champy, Reengineering the Corporation: A Manifesto for Business Revolution (New York: HarperBusiness, 2001), and Thomas H. Davenport, Process Innovation: Reengineering Work Through Information Technology (Boston: Harvard Business School Press, 1993).
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each customer's specific needs. Others focused on developing a capacity for continuous product innovation. A few brave competitors opted to offer both innovative products and integrated solutions, with all the organizational complexities such a dual strategy implied.
The new array of project challenges ranged from large, complex, initiatives to smaller concurrent daily operational improvements. The single common denominator was the pace of competition. The most dynamic firms in the fastest growing sectors of the global economy--semiconductors, computers, financial services, IT, and non-profits, for example--needed a discipline for managing large numbers of big and small projects in rapidly changing markets and technologies. Product, project, and program managers needed a more flexible, process-light framework in which to apply their organizational methods and tools.
The big CRM solutions companies adopted a "waterfall" approach to software development, which--while more nimble than the traditional aircraft, construction, and pharmaceutical industry methodologies--still relied on the sequential performance of largely separate functional activities, based on a predefined plan and budget. Project priorities were established centrally, usually by customer-facing product managers who determined user needs and then worked across functional lines to push the project forward. Exhibit 2 shows the typical sequence of functional activities in waterfall development.
Perils of Growth at
started out with what Parker Harris called a much more organic development organization, with a small group of people collaborating closely on each release. As the company grew, however, it gravitated naturally toward the phased waterfall development model. But as had become apparent over the years, any change or deviation to the original plan interrupted progress and delayed the target release date.
Parker Harris described the progression since the early days:
We started out as a small team--like 15 people in the early years. A team like that doesn't really need a lot of process. We were doing releases or upgrading our service as frequently as possible. So when we started the company, we upgraded every four weeks, and then six weeks, and over the years that slowed down, so it's been almost four times a year, and then it was two times a year, and then it was once a year.
Harris recalled how the development process evolved:
We were perfecting processes as we grew. So we said, OK--we'll definitely need to have a really good section in there for localization, we need to make sure we do usability, and let's add load/stress testing. We added these things simply because they were important, and our customers were looking for more quality, more performance. We also added people, so the team grew significantly. And what used to be an organic process because we just iterated and that was the natural thing to do, as we added
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all these other things we had to do, it grew into this more waterfall process, where everything went down the line.
The R&D group eventually organized around "feature teams"--project groups who were assigned to develop centrally-designated user capabilities. Whenever the product managers identified a desirable feature to develop, they would assign people from across the functions to the team charged with building it. People were often assigned to several teams at once, and many had trouble prioritizing their work across teams.
By the time Steve Greene and Chris Fry came to in early 2005, the R&D headcount had grown to well over 150. Fry described one drawback he observed in the feature team model:
There'd be a weekly meeting for each team. Everyone would show up and discuss all the problems for an hour, and then just go back to their desks. There was no accountability. You'd go to all the feature team meetings you were assigned to, and the next week you'd go back and say, "What was it I promised to do?" And nobody was tracking if you were on 20 teams or just one.
Steve Greene elaborated:
So basically, you're pushing prioritization down to the individual contributors, because they're on five teams and they would decide--on a daily basis--what's the most important thing, and there'd be confusion across the organization because everybody had a different idea of what the highest priority was. And management didn't have visibility into this, because they couldn't attend the 20 meetings every week.
Parker Harris began to notice other problems with the feature team / waterfall approach:
We'd set formal user expectations and then product management would build a prototype and write a functional spec. Development would then write a technical spec, and on down the line. The timelines were fixed, and everybody would end up padding their estimates and still being late, and then blaming the delay on other people upstream in the process.
At the end, everyone blamed QA [quality assurance], because QA is at the end of the waterfall. Then everyone started pointing fingers at each other, and it also caused really weird behavior where people would work outside the process: "Maybe I shouldn't pay attention to this process, and just be late with my stuff--the release won't go out without it, and if my area's late, maybe we'll get more attention later on"...and so on.
By summer of 2006, the R&D headcount reached nearly 300. Many new hires came from bigger companies such as SAP, with centralized approaches to software development. They brought with them a big company culture, according to Steve Greene, so that by mid-2006, even though was considerably smaller than most of its competitors, "We were having just as much difficulty delivering releases as the big
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companies were." Case in point: the schedule for Release 144 had already slipped several times, and some of the features were still not ready for shipping.
Greene described the internal effect of the delay:
We had huge morale problems. Because if you're a technologist, you want to build something useful, and you want to get it out there to your customers to use as quickly as possible. You don't want to just talk about it. And we had people who had been at salesforce more than a year-- people we hired from larger organizations, with the promise that they could accomplish things quickly here--some of them had never actually released a feature to production.
Fry agreed:
The institutional knowledge of how to do releases wasn't as strong as it should be. And our development people like to create things that people use, but we weren't getting that positive feedback into the team, so there was low morale across the board.
On the customers' side, the service outages of late 2005 and early 2006 exacerbated the development issues. Customers depended on "dial-tone reliability" for on-demand services, and when they were unable to access their data, they began to question the new business paradigm. If couldn't assure customers of reliable service, and couldn't even deliver new features on a regular basis, why should any customer base its operations on the hosted services model?
The Shinkansen Project
In summer of 2006, Parker Harris asked Steve Greene and Chris Fry to explore the "release train" development model that many considered to be the driving force behind the rapid development capabilities at eBay. To underscore the ugency of speeding up 's development process, the three named their initiative Shinkansen, after the famed Japanese bullet trains--arguably, along with France's TGV and Germany's ICE, the fastest in the world.
An eBay-commissioned joint benchmarking study in 2006-2006 described the release train system as follows:
As the term implies, this process is like a train that has a fixed number of seats for passengers and a pre-set schedule. Companies decide in advance the number of releases they'd like to issue each year, as well as the size of each release. The release size is usually based on the required level of effort as defined by person days, or "developer days." Teams of developers work furiously to complete their new products in time for a
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certain release train. If they miss the train, they must wait for the next release.6
Release trains departed every two weeks on schedule at eBay. When a releasable feature made it onto the train, it would then integrate with other new features and the existing platform much as rail cars couple together, and undergo extensive quality testing. This late integration model proved less attractive for , in part because the company had recently developed an automated testing capability for continuous integration of most new code. The developers were responsible for testing and integrating whatever fell outside the automated process. Many considered this capability to be an important competitive weapon for .
Fry and Greene also encountered widespread resistance to the idea of an externallydeveloped process imposed from on high. After three months of trying to plan how to introduce the release train methodology, the project group decided to abandon the cause.
On the heels of this less-than-promising endeavor, Greene and Fry decided to propose an "agile" development approach in August 2006. Both were familiar with the method, but they did further research to prepare a detailed description for Harris, and set off to persuade him to try it. If Harris agreed, they hoped to turn the Shinkansen team into an agile development team.
Background on the Principles of Agile Development
Fry and Greene began by summarizing the history of agile methods for Harris. The Agile movement represented a philosophy and a shared language as well as an approach to software development. Rooted in the 1980s concepts of lean manufacturing and product development, it had evolved to fit the software development challenges of the early 2000s.7 Extreme Programming (XP), Scrum, and Lean were similar approaches often subsumed under the Agile umbrella. (Exhibit 3 lists "Twelve Principles of Agile Software," along with the "Manifesto for Agile Software Development," both authored in 2001 by a large group of professional developers.)
Key Concepts
Agile methodology specifically targeted product developers' needs in fast-moving markets. It used standing cross-functional "scrum teams" to turn out frequent, incremental, and potentially releasable features on a regular basis, commonly after a month-long "sprint." A full-blown release might incorporate three one-month sprint
6 arking.pdf
7 Information in this section comes from many sources, including K. Beck, Extreme Programming Explained (Addison Wesley, 2000), M. Poppendieck and T. Poppendieck, Lean Software Development (Addison Wesley, 2003), and M. Cohn and D. Ford, "Introducing an Agile Process to an Organization," Computer, June 2003, pp. 74-78. See also
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cycles, each of which followed a specific rhythm. (Exhibit 4 charts the activities in a typical sprint-to-release calendar. Exhibit 5 distills the scrum lifecycle.)
Every thirty-day sprint began with a planning meeting, in which a product owner identified desirable features, or a product backlog of "user stories," in order of priority. (A typical user story might read, "I can predict customer purchasing patterns," or "I can compile hourly sales by distribution channel.") The scrum team evaluated the backlog list, agreed on the number of top priority items they could deliver during the sprint, and committed to doing so. Once that commitment was in place, no further requirements or changes could be introduced during the month-long sprint. The scrum team of no more than 12 people--including product managers, developers, quality engineers, user experience designers, usability testers and technical writers--worked together every day to accomplish their sprint commitments. They used highly visible shared tools, such as wall-mounted task boards and Excel spreadsheets, to keep track of their progress in completing the tasks in a "release burndown." Team members who had completed their tasks would step in to assist other team members who needed help completing their tasks.
Each 30-day sprint ended with a sprint review, in which team members demonstrated their accomplishments to the team and management during the sprint. Sprint reviews were meant to be simple, natural discussions of new capabilities, rather than highly prepared formal presentations. This reinforced the Agile principle of only including code that is truly "done"--i.e., coded, usability tested, QA tested and documented, and thus ready to be integrated into the next release.
The objective was to "deliver fast and deliver early," while avoiding the typical scope creep and roadblocks that tended to plague extended waterfall development projects. Every sprint could produce shippable capabilities, whether the company was ready to release them or not. One intended side effect was to eliminate the crisis management and panic associated with more ambitious, sequential, waterfall-based feature releases with lengthy (and often unpredictable) development calendars.
Roles and Rituals
Agile processes required designating a product owner, a scrum master, and scrum team members (often for multiple teams coordinated by a "scrum of scrums") for each sprint. People tended to stay in these roles over time, so that working relationships and team procedures could evolve to fit the team members' preferences and the requirements of their specific tasks.
Perhaps the most critical daily event for a scrum team was a short morning "stand-up" meeting--typically lasting no more than about 15 minutes--which set the context for the coming day's work. These meetings were held at the same time and the same location every day, and were open to anyone who wanted to attend. There was a strict distinction between those who were "involved" and those who were "committed" in terms of their rights to participate in the meetings.
Scrum experts used a chicken and pig metaphor to describe the difference:
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